With the rapid advancement and widespread adoption of computer technology, it has become an indispensable component in the development of human society. Therefore, computer science education's focus extends beyond...
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ISBN:
(纸本)9798400705328
With the rapid advancement and widespread adoption of computer technology, it has become an indispensable component in the development of human society. Therefore, computer science education's focus extends beyond merely teaching students to read and write code;it is crucial to assist them in gaining an accurate and deep understanding of the applications of technology in the real world, its conveniences, and potential risks. Furthermore, it involves exploring how to design, improve, and innovate computer technologies to meet practical demands. Consequently, human-computerinteraction (HCI) has grown increasingly significant in the curriculum of computer science. However, research indicates that computing students face numerous challenges in learning HCI. To enhance students' ability to experience, discover, and understand user needs, the authors of this paper recommend incorporating diary studies in HCI education. In the field of HCI, diary studies are a method for collecting long-term data on user behavior and experiences in a natural environment. Participants are required to record their daily activities, product usage, encountered issues, and personal impressions over specific periods. This paper will detail the process and steps implemented in our diary studies and present student feedback and evaluations. Through this experience report, we hope to encourage more educators to adopt and refine the diary study methodology in their courses, thereby aiding computer science students in better understanding and embracing the concepts and knowledge of HCI.
Job interviews play a critical role in shaping one's career, yet practicing interview skills can be challenging, especially without access to human coaches or peers for feedback. Recent advancements in large langu...
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Job interviews play a critical role in shaping one's career, yet practicing interview skills can be challenging, especially without access to human coaches or peers for feedback. Recent advancements in large language models (LLMs) present an opportunity to enhance the interview practice experience. Yet, little research has explored the effectiveness and user perceptions of such systems or the benefits and challenges of using LLMs for interview practice. Furthermore, while prior work and recent commercial tools have demonstrated the potential of AI to assist with interview practice, they often deliver one-way feedback, where users only receive information about their performance. By contrast, dialogic feedback, a concept developed in learning sciences, is a two-way interaction feedback process that allows users to further engage with and learn from the provided feedback through interactive dialogue. This paper introduces Conversate, a web-based application that supports reflective learning in job interview practice by leveraging large language models (LLMs) for interactive interview simulations and dialogic feedback. To start the interview session, the user provides the title of a job position (e.g., entry-level software engineer) in the system. Then, our system will initialize the LLM agent to start the interview simulation by asking the user an opening interview question and following up with questions carefully adapted to subsequent user responses. After the interview session, our back-end LLM framework will then analyze the user's responses and highlight areas for improvement. Users can then annotate the transcript by selecting specific sections and writing self-reflections. Finally, the user can interact with the system for dialogic feedback, conversing with the LLM agent to learn from and iteratively refine their answers based on the agent's guidance. To evaluate Conversate, we conducted a user study with 19 participants to understand their perceptions of using
Content creators' self-promotion strategies play a significant role in their usage of social media. While these self-promotion practices have been extensively researched, there is less known in regards to content ...
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The proceedings contain 32 papers. The topics discussed include: the TAC paradigm: unified conceptual framework to represent tangible user interfaces;enabling physical collaboration in industrial settings by designing...
The proceedings contain 32 papers. The topics discussed include: the TAC paradigm: unified conceptual framework to represent tangible user interfaces;enabling physical collaboration in industrial settings by designing for embodied interaction;the standard of user-centered design and the standard definition of usability: analyzing ISO 13407 against ISO 9241-11;a visual programming environment for device independent generation of user interfaces;what they want and what they get: a study of light-weight technologies for online communities;visual exploration of large collections in digital libraries;older adults and the usability of speech interaction;new era in humancomputerinteraction: the challenges of technology as a social proxy;and impact of numerical and graphical formats on dynamic decision making performance: an eye-tracking study.
The proceedings contain 51 papers. The topics discussed include: Astaire: a collaborative mixed reality dance game for collocated players;movement empowerment in a multiplayer mixed-reality trampoline game;iGYM: an in...
ISBN:
(纸本)9781450366885
The proceedings contain 51 papers. The topics discussed include: Astaire: a collaborative mixed reality dance game for collocated players;movement empowerment in a multiplayer mixed-reality trampoline game;iGYM: an interactive floor projection system for inclusive exergame environments;towards age-friendly exergame design: the role of familiarity;fiddling, pointing, hovering, and sliding: embodied actions with three evaluation tools for children;turning your book into a game: improving motivation through tangible interaction and diegetic feedback in an AR mathematics game for children;and game or live streaming?: motivation and social experience in live mobile quiz shows.
The proceedings contain 102 papers. The topics discussed include: a buddy matching program to help build an online support network;Peg Hunting: foraging with macro- and micro-navigation;dynamic previews for building d...
ISBN:
(纸本)9781450314381
The proceedings contain 102 papers. The topics discussed include: a buddy matching program to help build an online support network;Peg Hunting: foraging with macro- and micro-navigation;dynamic previews for building digital libraries;typing over autocomplete: cognitive load in website use by older adults;creating interactive physics education books with augmented reality;what are the characteristics of highly disseminated public health-related tweets?;colour coding the fridge to reduce food waste;application of domain specific heuristics to an innovative computer based assessment strategy;a low-cost 3 projector display system for pain reduction and improved patient recovery times;a framework for service recipient inclusion in community IT projects;and a gamified mobile application for engaging new students at university orientation.
The proceedings contain 43 papers. The topics discussed include: design patterns for voice interaction in games;meaningful choice in strategic unit selection: a case study of unit rankings in StarCraft II;empirical ev...
ISBN:
(纸本)9781450356244
The proceedings contain 43 papers. The topics discussed include: design patterns for voice interaction in games;meaningful choice in strategic unit selection: a case study of unit rankings in StarCraft II;empirical evaluation of hybrid gaze-controller selection techniques in a gaming context;designing for friendship: modeling properties of play, in-game social capital, and psychological well-being;effects of manipulating physiological feedback in immersive virtual environments;augmenting co-located social play with biofeedback: an interactional approach;emotion-based dynamic difficulty adjustment using parameterized difficulty and self-reports of emotion;and towards emotion-based adaptive games: emotion recognition via input and performance features.
human-computerinteraction (HCI) courses can be taught in many different ways. The course at our institution is an advanced computer Science option, and therefore is required to have a significant programming componen...
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The proceedings contain 51 papers. The topics discussed include: social experience in world of warcraft: technological and ideological mediations;theory of action phases in video games: effects of deliberative and imp...
ISBN:
(纸本)9781450344586
The proceedings contain 51 papers. The topics discussed include: social experience in world of warcraft: technological and ideological mediations;theory of action phases in video games: effects of deliberative and implemental mindset differences in video game design;the spaces between: using play to situate the social and the technical in a single space;effect of platform type on player gaming experience: an investigation of brain games for cognitive performance enhancement in healthy older adults;multi-person interaction: enhancing practices for interactive group participation;bool the miner: relying on ghost companions to solve Boolean equations;arcaid: addressing situation awareness and simulator sickness in a virtual reality Pac-Man game;and torchless: asymmetry in a shared screen dungeon crawler.
The proceedings contain 84 papers. The topics discussed include: play technology with 3-5-year old children in a hospital setting;interaction design of full-body interactive play experiences for children with autism;a...
ISBN:
(纸本)9781450359689
The proceedings contain 84 papers. The topics discussed include: play technology with 3-5-year old children in a hospital setting;interaction design of full-body interactive play experiences for children with autism;a game-based platform to tackle a public health problem;using games and play to foster collaboration and innovation in a cross-organizational working environment;understanding the design of playful experiences around ingestible sensors;mitigating negative effects of immersive virtual avatars on racial bias;designing card games for learning the pragmatics of a second language;the design of meaningful workplace environments through gamification;and the effect of puzzle video games on high school students’ problem-solving skills and academic resilience.
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